/*
 * Copyright (c) 2014, Google Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 *
 *     * Redistributions of source code must retain the above copyright
 * notice, this list of conditions and the following disclaimer.
 *     * Redistributions in binary form must reproduce the above
 * copyright notice, this list of conditions and the following disclaimer
 * in the documentation and/or other materials provided with the
 * distribution.
 *     * Neither the name of Google Inc. nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
#ifndef SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_
#define SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_

#include <cmath>
#include "flutter/sky/engine/platform/geometry/FloatPoint3D.h"

namespace blink {

class FloatBox {
 public:
  FloatBox() : m_x(0), m_y(0), m_z(0), m_width(0), m_height(0), m_depth(0) {}

  FloatBox(float x, float y, float z, float width, float height, float depth)
      : m_x(x),
        m_y(y),
        m_z(z),
        m_width(width),
        m_height(height),
        m_depth(depth) {}

  FloatBox(const FloatBox& box)
      : m_x(box.x()),
        m_y(box.y()),
        m_z(box.z()),
        m_width(box.width()),
        m_height(box.height()),
        m_depth(box.depth()) {}

  void setOrigin(const FloatPoint3D& origin) {
    m_x = origin.x();
    m_y = origin.y();
    m_z = origin.z();
  }

  void setSize(const FloatPoint3D& origin) {
    ASSERT(origin.x() >= 0);
    ASSERT(origin.y() >= 0);
    ASSERT(origin.z() >= 0);

    m_width = origin.x();
    m_height = origin.y();
    m_depth = origin.z();
  }

  void move(const FloatPoint3D& location) {
    m_x += location.x();
    m_y += location.y();
    m_z += location.z();
  }

  void flatten() {
    m_z = 0;
    m_depth = 0;
  }

  void expandTo(const FloatPoint3D& low, const FloatPoint3D& high) {
    ASSERT(low.x() <= high.x());
    ASSERT(low.y() <= high.y());
    ASSERT(low.z() <= high.z());

    float minX = std::min(m_x, low.x());
    float minY = std::min(m_y, low.y());
    float minZ = std::min(m_z, low.z());

    float maxX = std::max(right(), high.x());
    float maxY = std::max(bottom(), high.y());
    float maxZ = std::max(front(), high.z());

    m_x = minX;
    m_y = minY;
    m_z = minZ;

    m_width = maxX - minX;
    m_height = maxY - minY;
    m_depth = maxZ - minZ;
  }

  void expandTo(const FloatPoint3D& point) { expandTo(point, point); }

  void expandTo(const FloatBox& box) {
    expandTo(FloatPoint3D(box.x(), box.y(), box.z()),
             FloatPoint3D(box.right(), box.bottom(), box.front()));
  }

  void unionBounds(const FloatBox& box) {
    if (box.isEmpty())
      return;

    if (isEmpty()) {
      *this = box;
      return;
    }

    expandTo(box);
  }

  bool isEmpty() const {
    return (m_width <= 0 && m_height <= 0) || (m_width <= 0 && m_depth <= 0) ||
           (m_height <= 0 && m_depth <= 0);
  }

  float right() const { return m_x + m_width; }
  float bottom() const { return m_y + m_height; }
  float front() const { return m_z + m_depth; }
  float x() const { return m_x; }
  float y() const { return m_y; }
  float z() const { return m_z; }
  float width() const { return m_width; }
  float height() const { return m_height; }
  float depth() const { return m_depth; }

 private:
  float m_x;
  float m_y;
  float m_z;
  float m_width;
  float m_height;
  float m_depth;
};

inline bool operator==(const FloatBox& a, const FloatBox& b) {
  return a.x() == b.x() && a.y() == b.y() && a.z() == b.z() &&
         a.width() == b.width() && a.height() == b.height() &&
         a.depth() == b.depth();
}

inline bool operator!=(const FloatBox& a, const FloatBox& b) {
  return !(a == b);
}

}  // namespace blink

#endif  // SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_
